* added generic Entity Effects status effect component * added Magic Vision Statuseffect component * renamed visionmask to Visibilitymask and added StatusEffectComponent notice comment * added two event listeners on MagicVisonStatusEffect applied and removed * moved changes to server side * moved Component serverside * removed Overlay Property * Added magic vison status effect prototype and applying * cleaned upnew lines * added new prototype * moved Magic vision status effect component to shared again * fixed applying mask * cleaned new lines * Moved to components folder * marked MagicVisionComponent obsolete and changed protoid name * Added parent MobStatusEffectBase * added mana cost to Magical vision spell * removed unneeded constructor * Added the system * added statuseffect eventlistners for applied and removed also removed old event listners * removed old magic vision component check * Removed Data field attribute * added back Data field attribute * added access atribute * moved Status effect update to server * removed shared System moved all to server side * Update Content.Shared/_CP14/StatusEffect/Components/CP14EntityEffectsStatusEffectComponent.cs Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com> * Fix typo in DataField attribute for Effects list * Obliterated CP14MagicVisionComponent from existence * Fix comment capitalization in CP14EntityEffectsStatusEffectComponent * Fix summary capitalization in CP14EntityEffectsStatusEffectComponent * Refactor CP14MagicVisionSystem.cs by removing blank lines Removed unnecessary blank lines for cleaner code. * Remove status effect event handlers Removed event subscription and related methods for status effects. * Remove empty line in OnExamined method * Added a Spell toggle status effect * fixed datfields shouldnt be static * imlpemented status applying in yml * cleaned white space :3 * changed toggle to has status effect * fix leftover * added check for firsttime predict so it doesnt get applied twice * added getvismaskevent to statuseffect relay * changed event lisnter to use CP14MagicVisionStatusEffectComponent to prevent future conflicts * removed unneeded _status property * added check for if its the last status effect on remove * added check if Status effect is already present if applied * changed check to component instead of entity * changed ent target to player.localEntity * fix: removed has effect check as it already has the effect when first apllied * changed event to on player attached * removed first time predicted check * changed cooldown to 0.5 seconds * made Spell mana change effect not save * added status efect applied event listner back and moved apply and remove overlay to separete methods * removed replaced action event * added fix to let nextupdate catch up to CurTime * fix: status effect not beeing removed when crit or dead * fix: Action beeing able to be used while dead * fix: added prediction check to applied back for double apply and remove bug --------- Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
83 lines
2.8 KiB
C#
83 lines
2.8 KiB
C#
using Content.Shared._CP14.MagicVision;
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using Content.Shared.CCVar;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client._CP14.MagicVision;
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public sealed class CP14MagicVisionOverlay : Overlay
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{
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _drowsinessShader;
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public float CurrentPower = 10.0f;
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public TimeSpan StartOverlay = TimeSpan.Zero; // when the overlay started
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private const float PowerDivisor = 250.0f;
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private float _intensity = 0.2f; // for adjusting the visual scale
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private float _visualScale = 0; // between 0 and 1
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public CP14MagicVisionOverlay()
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{
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IoCManager.InjectDependencies(this);
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_drowsinessShader = _prototypeManager.Index<ShaderPrototype>("Drowsiness").InstanceUnique();
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_config.OnValueChanged(CCVars.ReducedMotion, OnReducedMotionChanged, invokeImmediately: true);
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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var playerEntity = _playerManager.LocalEntity;
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if (playerEntity == null)
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return;
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var curTime = _timing.CurTime;
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var timeLeft = (float)(curTime - StartOverlay).TotalSeconds;
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CurrentPower = Math.Min(150f, 150f / Math.Max((float)timeLeft * 1.8f, 1.0f));
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}
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (!_entityManager.TryGetComponent(_playerManager.LocalEntity, out EyeComponent? eyeComp))
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return false;
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if (args.Viewport.Eye != eyeComp.Eye)
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return false;
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_visualScale = Math.Clamp(CurrentPower / PowerDivisor, 0.0f, 1.0f);
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return _visualScale >= 0;
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}
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private void OnReducedMotionChanged(bool reducedMotion)
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{
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_intensity = reducedMotion ? 0f : 0.2f;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null)
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return;
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var handle = args.WorldHandle;
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_drowsinessShader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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_drowsinessShader.SetParameter("Strength", _visualScale * _intensity);
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handle.UseShader(_drowsinessShader);
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handle.DrawRect(args.WorldBounds, Color.White);
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handle.UseShader(null);
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}
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}
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